• 0

    posted a message on Weekly Terraining Exercise #8: Mar Sara Blues
    Quote from walshie02: Go

    All i can say is AMAZING

    You sir, win the contest.

    Posted in: Terrain
  • 0

    posted a message on So.....How are people getting lag-less WASD?

    I just don't understand why Bnet 2.0 couldn't do what Garena or pickup listchecker did for classic Bnet.

    Posted in: Miscellaneous Development
  • 0

    posted a message on Map makers getting mad! I LOL'd

    I'm pretty glad the mods here don't seem so draconian. <3 you guys.

    Posted in: General Chat
  • 0

    posted a message on i need help on sc2 editor

    i herd u liek reperz

    Seriously, what is this I don't even

    Posted in: Triggers
  • 0

    posted a message on How to get the size of an array?

    Can't you just pass the length of the array into the function as a parameter?

    Posted in: Triggers
  • 0

    posted a message on How to get the size of an array?

    Bump is correct, although the OP wasn't asking for a stack structure. You can use a variable to track the operating size of the array.

    Posted in: Triggers
  • 0

    posted a message on Can't figure this out: Stop persistent effect after a cliff

    Are you comparing the points between the source and the target, or the caster and the target? These are two different things, I believe.

    Posted in: Data
  • 0

    posted a message on How reliable are Waits?

    Sorry, yeah, I'm talking real time. WC3 had a serious issue with that (but I also think it suffered with gametime waits). Fortunately, timers with callback functions made precise timing possible (but that was only available in JASS).

    Posted in: Triggers
  • 0

    posted a message on How reliable are Waits?

    In Warcraft 3, waits would get longer the more players there were in a game. Do waits work more correctly in SC2? That is, if I wanted a trigger to wait a second, would it wait for exactly a second (give or take a few milliseconds) or would it wait for way longer as it did in WC3?

    Posted in: Triggers
  • 0

    posted a message on How can I rotate a turret with a trigger?

    I'd guess that it was done by creating an invisible (meaning no model) dummy unit for the tank at some angle for it to target with an attack order (and then stopping before it fired).

    Or of course, it might also be doable by using a dummy ability to target said dummy unit (so it doesn't fire).

    EDIT: Hmm. However... it still does its thing when it moves. Might want to give it the ability to attack while moving or something.

    Posted in: Triggers
  • 0

    posted a message on Can't figure this out: Stop persistent effect after a cliff

    Ah! I think I see something of value here. Evidently, there's a periodic offset field you might be able to make some use of here...

    Yes, use this along with Periodic Validator (to check the cliff level). I have a hunch this should help.

    EDIT: So the trick here is to think iteratively, not recursively, I guess.

    Posted in: Data
  • 0

    posted a message on Can't figure this out: Stop persistent effect after a cliff

    I'm not good with the data editor yet, but I was wondering if it's possible to have recursive effects (that also stop after a certain number in the chain). I'm fairly sure recursion is easy. The trouble is with terminating it at a certain count.

    Posted in: Data
  • 0

    posted a message on Can't figure this out: Stop persistent effect after a cliff

    Wouldn't it just be better to use the CliffLevel validators? And I guess have each individual explosion effect (with 4 initial explosions, of course) chain into another explosion effect in one direction, but if a cliff is encountered, it shouldn't spawn the next explosion in that chain... terminating the chain in that direction.

    Of course, you'll also want to validate the initial explosion.

    Posted in: Data
  • 0

    posted a message on Need help with Something plz any1?
    Quote from LordFelco: Go

    I can see how you are confused. I'll let the real help come from the more experienced ones, but I can tell you why your second image's trigger is not working.

    You have it set up so that if those units are all in those spots all at one time, then they die. You cannot have more than one event and expect the trigger to just run on one. You could have the trigger recognize the different events, probably with an OR function.

    Pretty sure you're talking about conditions, not events. If you have a bunch of events in a trigger, the trigger will fire when one of these events occur. Think about it, how does it make sense to have it only fire when multiple events occur simultaneously? Events are instantaneous; they do not persist beyond a frame.

    I believe the way events work in SC2 (and WC3) is that when you register an event to a trigger, the game registers an event hook so that when something happens that there is an event for, it knows to fire any triggers registered with this event. I don't know if this is true, but I generally imagine this to be how it works. I would do it like this if I had made WC3/SC2.

    Posted in: Miscellaneous Development
  • 0

    posted a message on If units owned = 0, how to end in defeat?

    Or you could set a boolean for when you start spawning these units, and you simply use the trigger you would to check if there are none alive, but check if the boolean is true.

    E.g.:

    End Game
        Events
            Unit - Any Unit dies
        Local Variables
        Conditions
            (Number of Living units in (Marine units in (Entire map) owned by player (Owner of (Triggering unit)) matching Excluded: Missile, Dead, Hidden, with at most Any Amount)) == 0
            OKToCheck == true
        Actions
            Game - End game in Defeat for player (Owner of (Triggering unit)) (Show dialogs, Show score screen)
    

    Actually, you might not even need the boolean. Just turn on the trigger when it's time to spawn.

    Posted in: Miscellaneous Development
  • To post a comment, please or register a new account.